How do players die?
Deaths by cause, by world day.
The C# server mod reads server tick against 33 ms (30 per second), sessions, deaths by cause, the world day and temporal storms.
See how players die, what temporal storms do to your server and when your settlement is online.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Deaths by cause, by world day.
Players and deaths around temporal storms.
Server tick as the world grows.
Day-1, day-7 and day-30 retention for every week of new players.
Players online through the week.
Store revenue once you connect your store (Operator). Vintage Story players aren't linked to store buyers.
A server-side code mod for Vintage Story 1.22. Players install nothing. Player events have not yet been tested with a live multiplayer client.
No install yet? Basic mode reads the public Vintage Story master list, so “Advertise server” must be on. There's no direct query, so no response time. Check any Vintage Story server with the free server status checker.
Plugin-specific payment and gamemode integrations for Vintage Story are planned. The general dashboard and payments log work today.
The Vintage Story server runs its main loop 30 times a second: each tick does its work, then sleeps until 33.3 ms have passed. ServerStats measures the work and leaves out the sleep, so tick time shows how much of the tick budget is really used.
A slow tick is split into the phase that took the time: server systems (each one named, such as entity simulation or chunk sending), mods' tick listeners, main-thread tasks and client packets, or the world save. Vintage Story keeps no per-mod timings, so a slow mod shows up as the phase its code ran in.
Spikes carry the temporal storm state, so you can see whether storms, and the fights they bring, cost you ticks.
Works with
# Put the zip (unopened) into the server's Mods folder and start once, then: /serverstats claim SS-XXXX-XXXX-XXXX # or set ClaimCode in <VintagestoryData>/ModConfig/ServerStats/ServerStats.yaml
30. The server targets 30 ticks a second, so each tick has 33.3 ms. ServerStats shows ticks per second, the work inside each tick, and every tick over your lag-spike threshold (250 ms by default, at least 67 ms).
Every storm is recorded with its strength and length, and players, deaths and tick time are shown around it, so you can see whether storms cost you players or ticks.
No. It's a server-side mod and isn't required on clients.
Vintage Story 1.22 (built against 1.22.7; it needs 1.22.0 or newer). The server runs on .NET 10.
Yes, if “Advertise server” is on. Basic mode reads the public master list: players and whether the server is listed, with nothing to install.
Yes. A slow mod is named by the phase its code ran in, since the game keeps no per-mod timings.
Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.